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Jinx Build Guide by thelolbeast

ADC [10.22] In-Depth Jinx Build and Gameplay Guide

ADC [10.22] In-Depth Jinx Build and Gameplay Guide

Updated on November 8, 2020
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League of Legends Build Guide Author thelolbeast Build Guide By thelolbeast 22 4 79,838 Views 1 Comments
22 4 79,838 Views 1 Comments League of Legends Build Guide Author thelolbeast Jinx Build Guide By thelolbeast Updated on November 8, 2020
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Champion Build Guide

[10.22] In-Depth Jinx Build and Gameplay Guide

By thelolbeast
PROS

+ Long range with rockets
+ Monster Late Game
+ Attack Speed Buff
+ Global Ultimate
+ Slow and root

Jinx is best known for being an absolute monster late game, destroying teams with insane AOE crits for a very long range. Good pick for any ADC player looking to climb.
CONS

- Squishy
- Needs peel
- Requires very good positioning
- Somewhat difficult to come back if behind
- No mobility

Jinx's biggest weakness is being squishy with no mobility. But with some peel and good positioning she can easily carry games. Duo queue with a good support and you should be climbing quickly.




Lethal Tempo

Lethal Tempo is the best keystone on Jinx mainly because of how much damage it adds in teamfights. Since, most of Jinx's damage comes from her auto attacks, Lethal Tempo could almost double your already huge damage in teamfights. Alternatively, you could take Fleet Footwork for the extra sustain in the laning phase.



Triumph

Triumph is the best option here. It will probably come in clutch multiple times, each game. It restores 12% of your missing health per takedown, this bonus can easily add up in teamfights and save your life letting you dish out more damage.



Legend: Bloodline

You can either go for Legend: Alacrity or Legend: Bloodline, so you can get attack speed or lifesteal, the reason we go for lifesteal is because we build a lot of attack speed early but don't get any lifesteal until our 5th item. If you would rather have extra attack speed, then go for Legend: Alacrity.



Coup de Grace

The reason we go for Coup de Grace is because it is the most consistent out of the 3. It will probably provide you with the most damage almost every game. However, if you are facing a very tanky team and you know you will constantly be attacking tanks, Cut Down might be a better option.



Nimbus Cloak

Nimbus Cloak provides you with some extra survivability in all stages of the game. It is very useful since every time you use a summoner you can probably use some extra movement speed aswell.



Gathering Storm

Since Jinx strives in the late game the extra AD from Gathering Storm definitely adds a lot of damage. The longer the game goes the more AD you get which is perfect.

Flash + Heal

Pretty self explanatory, just like every ADC you take Flash and Heal because there are the best options that help you survive in teamfights and carry them. You could also possibly choose Barrier if your supports decides to take Heal.








I start every game with Doran's Blade because it's the best starting item on Jinx. Provides you with a little damage and lifesteal which is the best you can get as a starting item.

Try to get B. F. Sword on your first recall because that is going to give you a lot of damage in fights and help you snowball. Try to cs as best as you can to be able to afford this.

Infinity Edge is your first big item on Jinx. It gives you AD and Crit aswell as more damage on crits, and seeing how we have a crit focused build, this is the best first item you can get.

After Infinity Edge you should get Runaan's Hurricane. The stats are nice and the passive that let's you fire multiple rockets is also insanely op on Jinx.

Next, get a Rapid Firecannon because it can usually let you get an extra auto attack before fights, which is going to hit your enemies quite hard. Also lower enemies means you are going to proc Get Excited! easier and dominate fights.

As for optional items, you can get Mercurial Scimitar against heavy crowd control, Bloodthirster for extra lifesteal and a shield, Phantom Dancer or Statikk Shiv to get 100% crit. Guardian Angel for extra survivability, Maw of Malmortius vs heavy ap damage, Mortal Reminder against healing and Lord Dominik's Regards against tanks.

Get Excited!

Whenever an enemy champion, decoy, turret or inhibitor dies within 3 seconds of being damaged by Jinx, she gains Movement speed icon 175% bonus movement speed which decays over 6 seconds.
Additionally, she gains Attack speed icon 15% total attack speed and removes the attack speed cap for the same duration.

Usage

Very useful passive in my opinion. Main usage is to keep rampaging after you get 1 kill. In teamfights try to focus down one target to get your passive and after that switch to your rockets and destroy the entire team with the extra movement speed and attack speed from Get Excited!



Switcheroo!

POW-POW - PASSIVE: Jinx's basic attacks make her Rev'd up Rev'd up for 2.5 seconds, granting Attack speed icon bonus attack speed, stacking up to 3 times. FISHBONES - TOGGLE: Jinx loses Attack speed icon 25% of her bonus attack speed and her basic attacks cost Mana icon mana. They gain Range icon bonus range, deal 10% AD Attack damage bonus physical damage, and hit all enemies near the main target. The bonus damage from Fishbones can Critical strike icon critically strike for (10% + Infinity Edge item 2.5%) AD bonus physical damage. The first Rev'd up stack is twice as potent as the others, and stacks decay one at a time when she stops attacking. Fishbones will not refresh the stack timer and only its first basic attack after using Switcheroo! will gain the bonus attack speed.

Usage

When this ability isn't active you gain extra attack speed. Very useful for destroying objectives. The attack speed is also great for shreding through a single target. When active you gain range and your bassic attacks deal AOE damage. Use your rockets to destroy teamfights and help you push waves.



Zap!

After 0.6 − 0.4 (based on bonus attack speed) seconds, Jinx fires a shock blast that deals physical damage to the first enemy it hits, Sight icon revealing and Slow icon slowing them for 2 seconds.

Usage

This ability is useful to poke in the early game. You can also use it in fights early game. However, late game I don't like using it while fighting because your auto attacks deal more damag. Late game use it to poke, slow and gain vision.



Flame Chompers!

Jinx tosses out 3 Chompers that arm after 0.7 seconds and explode after 5 seconds, dealing magic damage over 1.5 seconds to all enemies within a small area. Chompers prematurely explode on Champion icon enemy champion contact, Knockdown icon knocking down and Root icon rooting them for the same duration. A champion can set off only a single Chomper and be damaged by one.

Usage

This is main your main of self peel. Main use is to use it to protect yourself in teamfights, prevent enemies from chasing you. However it can also be used to secure kills, especially in the early game. I like to use it on top of a cc'ed enemy to extend the duration and secure the kill.



Super Mega Death Rocket!

Jinx fires a Super Mega Death Rocket! Minimap rocket in the target direction that explodes upon enemy champion contact, dealing physical damage to them and 80% of the amount to nearby enemies. The rocket deals 10% − 100% (based on distance traveled) of its damage based on distance traveled, though the missing health component is unaffected.

Usage

Global Ultimate. Use it to finish off opponents. Keep an eye on your enemies to see if you can get a global snipe. You can also use this to steal baron and dragon.

Laning Phase


Take Switcheroo! at level 1 and try to push the lane to get level 2 first. Use the attack speed passive to help you push and use your rockets if you opponent is near the minions to hit both the minions and your opponent for free harass.

At level 2, take Flame Chompers!. The reason we take this is because it could potentially be way better than Zap!. It can save you if you get engaged on or ganked. It can catch your enemies off guard and it can even help you secure a kill if you have an agressive support such as Leona or Blitzcrank. If your enemies hit level 2 first, back off as you don't want to be fighting them level 1 vs level 2 and they will probably be looking for an engage.

At level 3 take Zap! and at this point try to freeze the wave just outside of tower range. Having the lane in this position is going to ensure you are closer to your turret and the enemy is far away from their turret. This means that they will have to overextend in order to get cs, which means that you get free harass and they are also very exposed to ganks, and also you are closer to you turret which means that you are very safe.

Your main goal in the laning phase is to get as much gold as you can. The safest way to get gold is through lasthitting minions, so make sure you are comfortable lasthitting minions. Make sure that you are controlling the wave to be able to cs at any time and make smart recalls to insure you don't miss too much farm. Stay safe and don't die, even if it means giving up a little gold lead, you will always be a monster late game so there is no need to play risky early game, you could lose the game early and never get to late. Make sure that you are considering drake.

Mid Game


In the mid game, your main priority should be getting objectives. Towers, dragons and rift herald are your main priority at this stage of the game. Also, don't forget to keep up your cs, you should be catching pushing waves in the side lanes. Group with your team. Remember that you are pretty good at taking down towers and dragons because of your attack speed buff. Group with your team and try to get turrets. Always keep an eye on dragon. Make sure to push out bot and mid before it spawns so that you can shred it down as soon as it spawns.

Keep in mind that you are also pretty good at picking off targets. If an enemy gets CC'ed you can follow up with Flame Chompers! to secure the kill.

Once you get a few items you are going to start dealing lots of damage. Don't get too greedy and stay near your support while prioritizing objectives.

Late Game


In the late game, usually the team that wins a fight wins the game. So it is crucial to stay grouped with your team, especially stay near your support at any time. You should usually win teamfights as long you play them properly because you outscale pretty much any other ADC in the game.

Teamfighting


The most important thing which you should keep in mind every single game, when it comes to teamfighting is POSITIONING. Jinx doesn't have too many mechanics which you need to worry about, so your main focus should be to always have good positioning. In order to keep good positioning, you need to stay in the backline, behind your frontline and using your frontline as a human shield. If you have someone peeling for you make sure that you stay near them.

As the fight starts you should try to use your rockets to get some damage on anyone that is going to die quickly, so that you can proc your Get Excited!. After that you should try to kill whoever is focusing you, usually the assassin or a bruiser/tank. If they are isolated from their team use your minigun, but if multiple enemies are diving onto you, use your rockets. As they jump on you, you should also use your Flame Chompers! to root them in place making sure you win the battle.

After you kill whoever is focusing you, you should use your Get Excited! to melt the rest of their frontline. And after you have melted their frontline, switch to your rockets and try to AoE the rest of their team.

As I said, the most important thing to remember is positioning. As you get better at Jinx you should start using the scoreboard in order to figure out how fights will progress and knowing what you need to do. Mainly use it to figure out who will be diving you and how they will do it, so that you can be prepared.
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League of Legends Build Guide Author thelolbeast
thelolbeast Jinx Guide
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[10.22] In-Depth Jinx Build and Gameplay Guide

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